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| Armed Assault - General Discussion Armed Assault discussion |
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#46 (permalink) |
![]() Join Date: Jan 2006
Location: United states, TN
Age: 36
Posts: 2,982
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Re: 1stMIP News / Here We Come Sahrani
Yesterday I got to run a couple of rounds in the Demo with John C at the helm. He divided everyone up into fire teams and we swept the city. I made it through one round without dying at all. That is the only round I have ever run through the demo where I didn't have to claim an AI soldier. The work the 1st MIP started in BF2 really pays off in Arma. Thanks guys!
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#47 (permalink) | |
![]() ![]() Join Date: Sep 2006
Location: The Gunshine State
Age: 28
Posts: 2,214
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Re: 1stMIP News / Here We Come Sahrani
Quote:
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#48 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: 1stMIP News / Here We Come Sahrani
With regards to post 46.
I agree. The demo will hold me over until mid Feb. I consider the demo the Delayed Infantry Program of Armed Assault. The Demo team will be way ahead of the enlisted personnel who will report in with the English release. Granted, the only air vehicle I can get into is the transport chopper. Once the two units merge it should be sublime. I recommend that we take up the responsibility of squad leader and Fire team leader when ever possible once the Server becomes more populated. Sure, sometimes you may want to walk the teams slack or go on AT detail, but we will need to step up and take command. The reason of cource, is that the gameplay (see post 45) demands that we do so. Another reason for us taking command: Just like in BF2, the best way to admin the server is to have the SL and CO go into action first and discipline the unit prior to calling an admin. As a TG, NCO or Officer you A. Set the tone of the units attidude. Example would be what Whimp said about John. New Guys would be less inclined to run off when that type of atmoshere is set. B. It is the TG server, we should lead. IMO, with this type of game, this really makes sence. In a role-playing way and a representation of what TG is all about also. Basically, I am expecting more from the TG players with regards to commanding than I did in BF2.
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#49 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: 1stMIP News / Here We Come Sahrani
Something I am concerned about.
In order for the two encampments (Saralight and Sara heavy) to mesh well when the merger happens, we need to post we are playing armed assault on the server. I was under the impression the Welcome sticky in the general discussion forums did this, but no one is posting. See here: http://www.tacticalgamer.com/armed-a...lcome-faq.html If not already done so, I recommend we have just a thread for introduction. The reasons: 1. We get a feel for the players we have now so that we have a good feel for our numbers and how much they grow later. 2. So that both encampments know who the others are. Example. Once I log onto the Saraheavy server for the first few time/s and a player I never heard of joins my squad, well I simply know nothing about the player. This could be a F.N.G. or awesome warrior who has played Saraheavy and knows their stuff. With the introduction I may know better if they make a post. 3. The English release is just around the corner. It would look good if the TG players posted first and got the thread moving. 4. For new players to the serve to introduce themselves and such. Name of Thread: “New to TG? Report in.” In the first post the following links are listed: “TG primer Armed Assault SOP Other.” The template should be: 1. experience with OFP 2. When you started playing Armed Assault and experience 3. in-game name 4. roles/positions you like to play 5. other.
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#50 (permalink) |
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Registered User
Join Date: Jul 2005
Age: 32
Posts: 3,405
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Re: 1stMIP News / Here We Come Sahrani
Rick,
Make that post with functional links and anything else you want to add and I will make it sticky. Wimp/Khan, Great fun. You guys did a jolly good job. Although it was only the first game we played ArmA together, things went pretty smooth and effective. 1stMIP will continue to organize these coop sessions. |
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#51 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: 1stMIP News / Here We Come Sahrani
I have a question about building destruction.
What buildings can be destroyed and with what ordanence? The reason I asked is because, some buildings allow players to get inside them. If assaulting a town, the enemy precence would clearly need to be elimanted from the building. One option would be to seige the building with infantry This keeps the building up and useable for your forces if your succesful. Another option would be to destroy the building and those from within. This destroys the enemy saving casulties, however the building and a part of the town was destroyed in the process. So I am asking two things. 1. What are the game physics on building destruction? Think fast movers, tanks, explosion from C4. 2. When should the order be made to destroy a building with munitions vs. seiging it with infantry?
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#53 (permalink) |
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Join Date: Aug 2005
Location: Orlando, FL
Age: 27
Posts: 1,636
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Re: 1stMIP News / Here We Come Sahrani
I have the full game and I think just about every building can be leveled. I'd need to try more to be sure, but they all seem to have hitpoints, even bridges.
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#54 (permalink) | |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: 1stMIP News / Here We Come Sahrani
Quote:
Every building can meet its doom. Yeah, seems like hitpoints are involved. For example, it took around 14 tank rounds (HE) to level a rather large building. I was inside it. The building does not shake when being hit, but you will be able to see the smoke and explosion if looking in the right place. Plus, if the tank is really close, you can hear it fire off rounds. About nine AT rounds took down small/medium size building. So even a fire-team can make this stuff happen at a distance. One time, myself and others blew up a gas station with small arms fire and frags. So things do have hit points and if you keep at it, the structure will go down. The coolest thing would be hiding out in a building and hearing a fast mover coming in and thinking, "Is this the end for me?"
__________________
(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#55 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: 1stMIP News / Here We Come Sahrani
I have a pretty good understanding about how this is going to work come spring time.
Coop server, more passwored. Used for TG member to have fun and get coordinated missions going. More realism. CTI server, less passworded. Used as a place for new recruits to play and for recruiters like myself to invite them into the fold. IMO, CTI is going to be pretty harry and hard to cordinate things. I do not understand why other humans cannot be in your squad. Because of this, teamspeak will be further needed, and with just 5 or six players on and doing other things, this can be frustrating. Furthermore, who commands? I do not understand who commands? I believe it will be fairly chaotic and poor gameplay will be had. I may give BF2 down the road sometimes., but they have a nice VOIP system set up and you know who the CO is. We may need to get a more complicated teamspeak system set up for random CTI play. Check out this site that dslyecxi made, and scroll down to teamspeak. http://dslyecxi.com/ofpttp.html We would need 2x this many channels because there are two sides. Here is a example of how this would work and be fun. Let's say you and your friends (total of 6) set up in squad one (USMC) on teamspeak and then start up CTI to do some infantry work. You all spawn in at the main base. I guess we may make this the UCB so that new players can get a feel before moving out. Anyway. You decide who the team leader will be. After this, the other five players hire a soilder/s. Now, ideally, each person will have two bots, making each fire team a three man team. So the lay out would be: 1 SL 5 Fire team leaders 10 bot grunts. This gives you a squad of 16 players. If your a good squad and know how to work the bots, you can really do some damage and or have a lot of fun on CTI. However, the question remains, who commands all the players on CTI and gets things coordinated?
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html Last edited by Rick_the_new_guy; 01-11-2007 at 06:51 PM. |
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#56 (permalink) |
![]() Join Date: Jan 2006
Location: United states, TN
Age: 36
Posts: 2,982
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Re: 1stMIP News / Here We Come Sahrani
I do not believe that you will be able to rely on Teamspeak for the average player that finds the TG server via the in-game browser. They simply won't have the info, won't be running Teamspeak, etc. The only way you will be able to communicate with them will be through the in game VOIP. If it doesn't get fixed this game will never take off like it should. It will have a good following of a few people that use teamspeak but that will be it. It will not grow like it should.
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#57 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: 1stMIP News / Here We Come Sahrani
Agreed. If VOIP does not get going, then CTI will not live up to its potintial, and be sort of a pub land full of choas.
But like I said, there is nothing stopping a in-house squad from getting on their channel and having a fun time with coordinated assaults and defenses with the system I just listed. Hell, 9 real players would be, 1 Team leader (sets up whisper to two squad leaders) 2 squad leaders (Each squad leader would have three fire team leaders) (each squad would have 10 warriors in it) (Sets up whisper to their three fire team leaders) 6 fire team leaders (Each fire team leader would have two bots) (Sets up whisper to their squad leader) 12 bot grunts The team would total 21, truly an awsome force. Oh, and keep in mind guys, each fire team leader is in complete control of their bots and can have them do almost anything thanks to this awsome game!!
__________________
(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html Last edited by Rick_the_new_guy; 01-11-2007 at 07:39 PM. |
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#58 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: 1stMIP News / Here We Come Sahrani
o.k. o.k. this is a good question. A little help here.
when I play the demo coop mission, I noticed that each one is differnt than the last. Example Sometimes the enemy is clustred at the western road checkpoint. Sometimes the enemy is not. Sometimes there are two BRDMs, sometimes three. Sometimes the BRDM is on partrol in the south part of town, other times, it can't be seen. How hard is it to do this on making a regular coop mission with your game? Are the coop missions you guys are making the same blueprint everytime, or is there a random option to make the enemy spawn at differnt places? I think this is an awsome feature. IMO, no two coop missions play out the same, even with the same players and strategy. This is really interesting and awsome. Any info would be greateful.
__________________
(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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